The Sweeper Many organizations (and nations) maintain cadres of professional enforcers, dedicated to preserving the prominence and power of their sponsors. These sweepers are both investigator and executioner, entrusted with the maintenance of their organization's image.Party Role: Combatant/Specialist. You root out the party's quarry then ruthlessly crush them beneath your heel in the conflicts your investigations almost invariably trigger.

Core AbilitySplit Shot: Whenever you spend one or more action dice to increase an attack check or damage roll, the same bonus is added to your next roll of that type that round as long as it is made against a different opponent.

Class AbilitiesHard Way: The sweeper is both enforcer and investigator, finding the clues he needs through threats, intuition and a keen awareness of his surrounding honed in combat. At Level 1, you gain the Basic Skill Mastery feat with either the Hard Sweep (Intimidate & Investigate) or Kata (Athletics & Sense Motive) options. You may purchase this feat again using the second skill pairing as your character options permit. At 5th level, you gain the Exceptional Skill Mastery feat for your chosen pair. At 9th level, you gain the Legendary Skill Mastery feat for your chosen pair.Deathdealer I: At Level 2, you gain the Cleave Basics feat. You may also apply the benefits of this feat chain to your unarmed attacks.Deathdealer II: At Level 7, you gain the Cleave Mastery feat. You may also apply the benefits of this feat chain to any non-extraordinary ranged attack made within Close range.Predictive Awareness I: At Level 3, you may Anticipate up to 3 standard opponents at once. You roll only once for the action, while each opponent rolls to resist separately. Further, you may use your Parry trick an additional number of times per combat equal to your Wisdom modifer.Predictive Awareness II: At level 7, you gain the following trick.Predictive Awareness (Anticipate trick): When you succeed with an Anticipate action, you also automatically succeed with a Feint action against the same target. You may use this trick a number of times per combat equal to your starting action dice.Uncanny Dodge I: Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 4, you retain your Ability modifier bonus to Defense (if any) even when flat-footed or being attacked by an invisible adversary (though you still lose your bonus to Defense when held).Uncanny Dodge II: At Level 8, you never become flanked.Wushu Ballet: At Level 4, you gain the Expert Disarm feat. Additionally, you may make a free attack with a -2 penalty against the same opponent as a free action during the round in which you disarmed him.Integrated Awareness: At Level 6, your Wisdom & Dexterity scores both increase by 1.Penetrating Awareness: At Level 8, if you chose the Hardsweep skill pair, each time you make a Sense Motive check, you roll twice and keep the result you prefer. If you chose the Kata skill pair, you instead gain this ability with Investigate checks.Uncompromising Victory: At Level 10, your Parry trick also applies to Ranged attacks made within CQB range, and its use is no longer limited by the number of feats you possess or times per round. Further, a number of times per combat equal to your Wisdom modifiere you may once per round use your Defence score instead of your Reflex save bonus when using your Parry trick.

Yanking Gun-Fu I for the newly named Wushu Ballet I was easy. Mechanically, Expert Disarm grants the main benefit of that ability but doesn't restrict it to firearms,so dropping the instaprep seemed fair as does adding the penalty to the final attack.

With Bureaucracy and Profession out of the skill list, they needed subbing. Haggle was a natural exchange, and Athletics for running prey down is something I've always argued suits the no-nonse feel of the class.

The biggest problem was replacing the requirements as CQB Basics doesn't exist. Given the general vibe of the class was generally Terminator, Glint of Madness seemed particularly apt. Parry, however, is a beautiful thing.

She's not the sharpest knife in the drawer, which is why she carries a dozen dagger to compensate.

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Right now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.There's no upside in screwing without things you can't explain. - Captain Roy MontgomeryPSN: Krensky_ Steam + GOG: Krensky

'like it, but it seems quite powerful. I wouldn't know what to change, though. Maybe anticipating three foes at the same time is powerful enough (especially considering the trick!) without making it a free action as well?

Also, doesn't the final ability require some change? Like it only affects Standard NPCs instead ...

As far as I can see, if it's really a bother, the game breaker is actually easy enough to stymie with a single level of veteran or upping the Menace rating a notch as it's rare that a party is sufficiently unbalanced that a character is going to have a career level higher than the threat level of the mission. Of course any GC who did that too often or too injudiciously would be a monumental douche whose players might just walk out on them.

Targeting 3 foes at the same time with an action is something a number of species and talents allow you to do at 1st level. Being able to do so with an action dice limited trick at 12th level is not particularly over powered at all. Given that the benefits of the trick only last 1 round, taking a half action away from your ability to make use fo the results doesn't make a lot of sense.

No no, not at all. It's just that, I don't know, threat level and stuff, it seems a little complicated to me. I meant the modification to simplify the ability, not to make it weaker. But it does work fine as such.

No no, not at all. It's just that, I don't know, threat level and stuff, it seems a little complicated to me. I meant the modification to simplify the ability, not to make it weaker. But it does work fine as such.

Threat level is simple: it's simply the average of the career levels of the PCs, a value which can subsequently be adjusted up or down.

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Predictive Awareness II is not limited by your starting action dice. If it were, I wouldn't complain.

I'm not seeing the problem for an 11th level benefit that gives you a Dodge bonus against only 3 opponents. There are feats that give you a Dodge bonus against everyone without requiring a skill check at first level

I'm not seeing the problem for an 11th level benefit that gives you a Dodge bonus against only 3 opponents. There are feats that give you a Dodge bonus against everyone without requiring a skill check at first level

It's not the dodge bonus that bothers me, rather the automatic Feint. Three enemies feinted for free once per round means they basically will be exposed to sneak attack damage every round. Feint a single guy for a free action, that's already cool. But Feint three, plus Anticipate their actions, all for free, it seems a little too much for me. But hey, that's just me.

I would swap the order in which predicitve awarenes grants its benefits - the "spammable" anticipate is a lot more common ability as you suggest, and the trick is really the more powerful portion of the ability line. Not broken, but pretty damn evil. If this class had integral sneak attack I'd probably think it was too much.

I would also expand the 7th level portion of death dealer to affect 2-handed ranged weapons, mimicing the text of the 2nd level appearance. The weighting of 2/7 abilites as feat plus cool perk is now pretty well cemented inthe published Mastercraft expert classes.

I'd also put the penetrating and integrated awareness abilites back - attribute bumps have some fairly standard patterns and two double roll abilities is way overpowered, especially when one comes early at 6th level WITH an attribute bump. However, it might be useful to have the skill that gets double be set by your hardsweep/kata choice back at first level (nice addition that).

I would swap the order in which predicitve awarenes grants its benefits, expand the 7th level portion of death dealer to affect 2-handed ranged weapons, also put the penetrating and integrated awareness abilites back

So modified.

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attribute bumps have some fairly standard patterns and two double roll abilities is way overpowered, especially when one comes early at 6th level WITH an attribute bump. However, it might be useful to have the skill that gets double be set by your hardsweep/kata choice back at first level (nice addition that).

Part of my problem was that the middle of the class felt a little weak on the investigative side, hence trying to split the 6/8 benefits. Taking you suggestion, the double roll skill is based on the pairing they don't take at 1st level: while it puts a crimp in trying to make the 2nd roll a crit, I think it's justified in strengthening the aspect they otherwise neglected and evening things out a bit.